Blood loss, when to bring up??

By Darkmittens, in Dark Heresy Gamemasters

So I am a little lost, despite scouring the rulebook, I haven't found any good rules for blood loss, i know that critical damage sometimes mentions it in passing, but i think thats rather unrealistic.. but I am at loss to find anything better,

any good ways to use blood loss in a campaign, right now for me it only happens when a critical damage directly says, but what about at the negative 10's when a player uses a fate point?? despite numerous badly wounded players they haven't had to deal with blood loss...

Darkmittens said:

So I am a little lost, despite scouring the rulebook, I haven't found any good rules for blood loss, i know that critical damage sometimes mentions it in passing, but i think thats rather unrealistic.. but I am at loss to find anything better,

any good ways to use blood loss in a campaign, right now for me it only happens when a critical damage directly says, but what about at the negative 10's when a player uses a fate point?? despite numerous badly wounded players they haven't had to deal with blood loss...

Given the game's mechanics blood loss typically only makes since if you suffer critical damage. Could a GM have a character suffer from blood loss due to a non-combat related injury? Yes. Surgery or torture would be the most likely culprits I imagine.

As for forcing a player who already burned a fate point to survive into passing a blood loss check or die that seems rather cruel. Regardless of the actual chance of failure, it exists and seems pretty unfair.

oops, i rechecked the rulebook, i just missed that section, thanks for your help...that actually makes sense now, thanks for the help.

I don't have a lot of experience with Dark Heresy but using blood loss as a story device instead of primarily a mechanic can be fun. In a prior game of Shadowrun the runners crashed a vehicle pretty bad. The damage was gonna be pretty horrific and a lot of the runners were gonna die. I created the encounter and didn't really compensate for this so instead I ruled that some of them had been punctured bad and would need to see a doctor within a hour or die from blood loss. This really quickened the pace of the adventure and added some good drama.